Page 3 of 17
Re: New Models for 3.0, that make use of the mask feature wa
Posted: 07 Apr 2010, 00:34
by Berg
No I did not fix it.
I will find out some how.
Re: New Models for 3.0, that make use of the mask feature wa
Posted: 07 Apr 2010, 18:48
by i-NoD
We can help you much faster if you'll post your .wrf files or whole mod
vidmemc.wrf was removed from codebase after I've made original mod, so you just ignore that file.
Re: New Models for 3.0, that make use of the mask feature wa
Posted: 08 Apr 2010, 00:08
by Berg
Here is my modified files.
you original mini tutorial did not mention limiter_tex.wrf"
"Modify vidmemX.wrf files with TCMASK line:"
Regards Berg
Re: New Models for 3.0, that make use of the mask feature wa
Posted: 08 Apr 2010, 01:28
by i-NoD
Berg wrote:I made a pie for tcmask I place the page-12_tcmask.png in texpages folder and added to:-
vidmem.wrf
vidmem2.wrf
vidmem3.wrf
limit_tex.wrf
I've though that you've modified that file in the first place
But thanks anyway, I've added limiter file into the guide...
Btw, congratulations on your first team colored mod!

Re: New Models for 3.0, that make use of the mask feature wa
Posted: 08 Apr 2010, 01:41
by Berg
i-NoD wrote:Btw, congratulations on your first team colored mod!

sorry did it work in your PC?
If so then I have a problem it does not work in my PC
I included limiter_tex.wrf after looking in your mod. I just mention it was not listed in your tutorial.
Re: New Models for 3.0, that make use of the mask feature wa
Posted: 09 Apr 2010, 04:12
by i-NoD
Yep, worked just fine...
The only issue it works fine for campaign since you've used .wrf files from base folder. For skirmish/global mod you should use/modify mp files...
Just to be sure, recent trunk builds are using new argument system:
Code: Select all
warzone2100.exe --debug=all --mod="New Mega MOD with spaces in path.wz" --mod=berg_tcmask.wz
Re: New Models for 3.0, that make use of the mask feature wa
Posted: 09 Apr 2010, 09:37
by Berg
I have it working my end now thank you.
I modified all the old structures so they use team colours today.
I have a small issue with the team colours seem to bleed into the texture next to it edges i paint as sharp defined edges look blury.
I don't know if this is my graphics card or if its opengl
Just thought i would mention this see above screen shot.
regard Berg
Re: New Models for 3.0, that make use of the mask feature wa
Posted: 09 Apr 2010, 09:51
by Olrox
But, why modify the current buildings, if the textures are the same? I mean, one of the major advantages of TCMask is that you save space in the texpage for more details, and if you don't use this extra space for more details, it doesn't make sense anymore, I think. And if you are adding extra details, the models need to be mapped again, what will result if a different TCMask
~Olrox
Re: New Models for 3.0, that make use of the mask feature wa
Posted: 09 Apr 2010, 10:04
by Berg
This is true the pages are limited.
For me it was an exercise in getting it to work for one, and two some folks like the old structures so i added team colours to them.
I do believe you are making a new set of structures but in the mean time if they bring the mask system into use on the beta the old structures can be used.
I am not saying that my work would ever be of such a standard as to be exceptable but I have fun.
Also the page system is very compacted, in another thread I have posed the question about how it is supposed to work if there is a standard
viewtopic.php?f=33&t=5116
regards Berg
Re: New Models for 3.0, that make use of the mask feature wa
Posted: 09 Apr 2010, 14:04
by stiv
Olrox wrote:But, why modify the current buildings, if the textures are the same?
Because it creates the necessary infrastructure to use TCM - the pies, texture and mask pngs, wrfs, etc. all point to the right places. Getting that all set up correctly is a non-trivial task. Just ask Berg! It also tests both the design, the implementation and the tools.
Once this is done, modifying individual texture mappings is a smaller task. It is easier to modify something that works than to build from scratch.
Re: New Models for 3.0, that make use of the mask feature wa
Posted: 09 Apr 2010, 20:31
by Olrox
stiv wrote:Getting that all set up correctly is a non-trivial task. Just ask Berg! It also tests both the design, the implementation and the tools.
Once this is done, modifying individual texture mappings is a smaller task. It is easier to modify something that works than to build from scratch.
Of course, I know it's not trivial to do and that's why I was intrigued with it - Now that he explained it, I can better understand his purposes in doing so.
But definetely, mapping everything like that without adding extra details after that, seems a bit strange to me.
~Olrox
Re: New Models for 3.0, that make use of the mask feature wa
Posted: 09 Apr 2010, 20:47
by cybersphinx
IIRC the old teamcolors were one of the things preventing improved model rendering, so even if there's no added detail, it might help with rendering speed (or at least reduce texture memory requirements, not that we use much right now).
Re: New Models for 3.0, that make use of the mask feature wa
Posted: 10 Apr 2010, 07:44
by i-NoD
Berg wrote:I have a small issue with the team colours seem to bleed into the texture next to it edges i paint as sharp defined edges look blury.
I don't know if this is my graphics card or if its opengl
Just thought i would mention this see above screen shot.
I don't see anything wrong with my untrained eyes

Any visual hints?
Just don't forget to set correct texture size in-game, so it'll match actual texture size (i guess its 512 in your case), otherwise you'll get downscaling and blurry textures.
Re: New Models for 3.0, that make use of the mask feature wa
Posted: 10 Apr 2010, 09:48
by Berg
I did a small mod with the factory texture behind F1 etc and it seems to have deleted the bleed it may well be how it shows in my PC from old graphics card.
I found another problem on my journey through the pie files I tried to get blderik.pie to use team colours it is type220 by default the team colours are animated. I changed the mask and the texture page to suit but it is not using team colour when type is set to 10220. it continues to use old team colours ignoring mask but does not throw an error
Would the team colours need changing in some way in the animation file?
Regards Berg
Re: New Models for 3.0, that make use of the mask feature wa
Posted: 10 Apr 2010, 15:14
by MaNGusT
Berg wrote:I did a small mod with the factory texture behind F1 etc and it seems to have deleted the bleed it may well be how it shows in my PC from old graphics card.
I found another problem on my journey through the pie files I tried to get blderik.pie to use team colours it is type220 by default the team colours are animated. I changed the mask and the texture page to suit but it is not using team colour when type is set to 10220. it continues to use old team colours ignoring mask but does not throw an error
Would the team colours need changing in some way in the animation file?
Regards Berg
to work correctly with the new tcmask, the pie type must be 10200.